Tutorials

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Jack Le Hamster, who have both The Test of Insanity and The Supernatural Power Troll available on Steam, wrote a detailed blog post on how he managed to publish those web games using Electron. This guide walks you through the steps needed to package your game as a desktop app,…Read…
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Samuel van Egmond published a lenghty blog post explaining in detail how he managed to create such a wonderful WebXR game using the A-Frame library and squeezing his own source code into a 13 kilobyte zip package for the js13kGames 2024 competition. Everything in the game is procedurally generated at runtime,…Read…
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Eoin McGrath, long time participant of both js13kGames competition and Gamedev.js Jam, released his LittleJS tutorial where you can learn how to build an example game, Little Ski. Have you ever wanted to make a game but didn’t know where to start? Well, today is your lucky day. Because, we’re…Read…
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Maxime Euzière created a complete, summarized WebGL tutorial, with tiny interactive demos in each chapter. My goal was to gather all the information and tricks about WebGL I found scattered everywhere, and present them in a short and helpful way. I hope you’ll enjoy it! Read more at xem.github.io
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A new tutorial was created using the GDevelop game engine that aims to teach non-coders how they can build their own HTML5 games. The tutorial goes though thirteen chapters explaining step by step on how you can create a hyper-casual mobile game called Geometry Monster. Read more at GDevelop wiki.
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It’s a pity you can’t play Magick anymore because it was a fun game, but unfortunately it was probably one of the victims of 32 bits apocalypse. It was a retro platformer featuring a mage called Oz which walks and jumps by himself, but you can summon a crate, but…Read…
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For the past couple of weeks, I have been working on a VR version of one of my favorite puzzle games, the Nonogram, also known as Picross or Griddlers. These are puzzles where you must figure out which cells in a grid are colored in by using column and row…Read…
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Normally, when you build a game, there is a routine which is called at each frame which updates the content to display. Think about a platformer, with characters moving at each frame. Those characters have a speed, and they move towards a direction by a certain amount of pixels every…Read…
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We had a 3D demo showing a representation of the Mozilla Monument as a way to demo text rasterization in 3D. What I was hoping to do was to convert this to a WebVR application that would let you view the monument by moving your head instead of using arrow…Read…
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Here we go with another step in the creation of the circular endless runner built without using any physics engine.